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TaskerCode | Code 'N' StuffCode 'N' Stuff
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Code 'N' Stuff
Tutorials | TaskerCode
https://taskercode.wordpress.com/tutorials
Code 'N' Stuff. Tutorial 2 – Output. Tutorial 3 – Arguments. Tutorial 4 – Control Flow Statements. Tutorial 5 – Functions & Recursion. Tutorial 6 – Structs. Tutorial 7 – Classes. Tutorial 8 – More Classes. Tutorial 9 – Pointers. Tutorial 1 – Creating A Window. Tutorial 2 – Icons & Cursors. Tutorial 1 – The OpenGL Window. Tutorial 2 – 2D Primitives. Tutorial 3 – The Third Dimension. Tutorial 4 – Depth. Tutorial 5 – Transparency. Tutorial 6 – Textures. Tutorial 7 – Lighting. Tutorial 8 – Text.
Tutorial 3 – Arguments | TaskerCode
https://taskercode.wordpress.com/tutorials/c/tutorial-3-arguments
Code 'N' Stuff. Tutorial 2 – Output. Tutorial 3 – Arguments. Tutorial 4 – Control Flow Statements. Tutorial 5 – Functions & Recursion. Tutorial 6 – Structs. Tutorial 7 – Classes. Tutorial 8 – More Classes. Tutorial 9 – Pointers. Tutorial 1 – Creating A Window. Tutorial 2 – Icons & Cursors. Tutorial 1 – The OpenGL Window. Tutorial 2 – 2D Primitives. Tutorial 3 – The Third Dimension. Tutorial 4 – Depth. Tutorial 5 – Transparency. Tutorial 6 – Textures. Tutorial 7 – Lighting. Tutorial 8 – Text. This is just...
Tutorial 2 – Output | TaskerCode
https://taskercode.wordpress.com/tutorials/c/tutorial-2
Code 'N' Stuff. Tutorial 2 – Output. Tutorial 3 – Arguments. Tutorial 4 – Control Flow Statements. Tutorial 5 – Functions & Recursion. Tutorial 6 – Structs. Tutorial 7 – Classes. Tutorial 8 – More Classes. Tutorial 9 – Pointers. Tutorial 1 – Creating A Window. Tutorial 2 – Icons & Cursors. Tutorial 1 – The OpenGL Window. Tutorial 2 – 2D Primitives. Tutorial 3 – The Third Dimension. Tutorial 4 – Depth. Tutorial 5 – Transparency. Tutorial 6 – Textures. Tutorial 7 – Lighting. Tutorial 8 – Text. Which means ...
Tutorial 2 – Icons & Cursors | TaskerCode
https://taskercode.wordpress.com/tutorials/win32/tutorial-2-icons-cursors
Code 'N' Stuff. Tutorial 2 – Output. Tutorial 3 – Arguments. Tutorial 4 – Control Flow Statements. Tutorial 5 – Functions & Recursion. Tutorial 6 – Structs. Tutorial 7 – Classes. Tutorial 8 – More Classes. Tutorial 9 – Pointers. Tutorial 1 – Creating A Window. Tutorial 2 – Icons & Cursors. Tutorial 1 – The OpenGL Window. Tutorial 2 – 2D Primitives. Tutorial 3 – The Third Dimension. Tutorial 4 – Depth. Tutorial 5 – Transparency. Tutorial 6 – Textures. Tutorial 7 – Lighting. Tutorial 8 – Text. Now right cl...
Tutorial 7 – Classes | TaskerCode
https://taskercode.wordpress.com/tutorials/c/tutorial-7-classes
Code 'N' Stuff. Tutorial 2 – Output. Tutorial 3 – Arguments. Tutorial 4 – Control Flow Statements. Tutorial 5 – Functions & Recursion. Tutorial 6 – Structs. Tutorial 7 – Classes. Tutorial 8 – More Classes. Tutorial 9 – Pointers. Tutorial 1 – Creating A Window. Tutorial 2 – Icons & Cursors. Tutorial 1 – The OpenGL Window. Tutorial 2 – 2D Primitives. Tutorial 3 – The Third Dimension. Tutorial 4 – Depth. Tutorial 5 – Transparency. Tutorial 6 – Textures. Tutorial 7 – Lighting. Tutorial 8 – Text. You might be...
TOTAL PAGES IN THIS WEBSITE
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Double Jump Games: October 2010
http://doublejumpgames.blogspot.com/2010_10_01_archive.html
Wednesday, 27 October 2010. Just thought I would give a quick update on what I'm currently working on. This is the smoke effect without Perlin noise. This is the same smoke effect as above with the addition of Perlin noise. In this image I use the particle position as the color to show the range of motion. When I'm happy with the Perlin effect I'll implement an N-body gravitational field to create really interesting spiral effects that should look really good in a sci-fi setting. Saturday, 23 October 2010.
Double Jump Games: Collision Detection Part 1
http://doublejumpgames.blogspot.com/2010/10/collision-detection-part-1.html
Wednesday, 20 October 2010. Collision Detection Part 1. A collision system can be broken down into 2 main steps, as you can probably guess they are. Find the objects that are colliding/intersecting. Calculate how the objects react to the collision. The first of these steps can be further broken down into. Broad Phase Detection - determine which objects could possibly collide. Narrow Phase Detection - determine which objects are colliding. Separating Axis Theorem (SAT). A point on the separating line.
Double Jump Games: The Double Jump Blog
http://doublejumpgames.blogspot.com/2010/10/double-jump-blog.html
Monday, 18 October 2010. The Double Jump Blog. Hey welcome to the blog! All of my projects are written in C and OpenGL with Windows being the target platform. Everything should build and run under all versions of Windows but I can't make any guarantees. Aside from development I may also get round to writing about the games I'm playing or the ones to watch. 6 September 2014 at 13:25. INTERNATIONAL CONCEPT OF WORK FROM HOME. Thus think over this concept and go ahead. Subscribe to: Post Comments (Atom).
Double Jump Games: Failing Miserably to Buy SMB
http://doublejumpgames.blogspot.com/2010/10/failing-miserably-to-buy-smb.html
Wednesday, 20 October 2010. Failing Miserably to Buy SMB. I've spent over an hour this morning fighting with the Xbox website trying to buy Super Meat Boy, they have officially broken 'Teh Internets'. MS tell me they are too busy playing Halo Reach to fix the damn problem, if they had any sense they would be too busy playing SMB. I should have got this error. Hopefully the site will come back online soon. Subscribe to: Post Comments (Atom). Particle Systems Part I. Collision Detection Part 1.
Double Jump Games: Super Meat Boy Awesomeness
http://doublejumpgames.blogspot.com/2010/10/super-meat-boy-awesomeness.html
Tuesday, 19 October 2010. Super Meat Boy Awesomeness. If for some bizarre reason you don't already have enough reasons to buy Super Meat Boy, Team Meat have just announced they will be launching with a sale http:/ bit.ly/cQmfOF. So you can get this incredibly addictive platformer for a mere 800MS points. If you haven't played the free flash version. Get on it, just make sure you have a few hours free and a ton of patience. Looking forward to dropping my 800MS points tomorrow. Bring it on Dr. Fetus.
Double Jump Games: Particle Systems Part I
http://doublejumpgames.blogspot.com/2010/10/particle-systems-part-i.html
Saturday, 23 October 2010. Particle Systems Part I. Here's a little teaser of what's to come. That's enough talk, lets see the fun stuff. I started out with 3 classes, the source, the particle and source properties. The equations of motion being used are. V = u at s = vt - 0.5at 2 s - Distance u - Initial velocity v - Final velocity a - Acceleration t - Time or more specifically v = u a*dt ds = v - 0.5*a*dt 2 ds - Delta distance u - Initial velocity v - Final velocity a - Acceleration t - Time el...Altho...
Double Jump Games: Quick Update
http://doublejumpgames.blogspot.com/2010/10/quick-update.html
Wednesday, 27 October 2010. Just thought I would give a quick update on what I'm currently working on. This is the smoke effect without Perlin noise. This is the same smoke effect as above with the addition of Perlin noise. In this image I use the particle position as the color to show the range of motion. When I'm happy with the Perlin effect I'll implement an N-body gravitational field to create really interesting spiral effects that should look really good in a sci-fi setting. Particle Systems Part I.
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TaskerCode | Code 'N' Stuff
Code 'N' Stuff. Tutorial 2 – Output. Tutorial 3 – Arguments. Tutorial 4 – Control Flow Statements. Tutorial 5 – Functions & Recursion. Tutorial 6 – Structs. Tutorial 7 – Classes. Tutorial 8 – More Classes. Tutorial 9 – Pointers. Tutorial 1 – Creating A Window. Tutorial 2 – Icons & Cursors. Tutorial 1 – The OpenGL Window. Tutorial 2 – 2D Primitives. Tutorial 3 – The Third Dimension. Tutorial 4 – Depth. Tutorial 5 – Transparency. Tutorial 6 – Textures. Tutorial 7 – Lighting. Tutorial 8 – Text. July 23, 2015.
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